include/SDL_gamecontroller.h
author Gabriel Jacobo <gabomdq@gmail.com>
Mon, 02 Dec 2013 19:34:08 -0300
changeset 8042 7863121cb7d5
parent 7341 675c85d46f30
child 8046 e7c89b29932a
permissions -rw-r--r--
Adds SDL_GameControllerAddMappingsFromFile
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 
    22 /**
    23  *  \file SDL_gamecontroller.h
    24  *
    25  *  Include file for SDL game controller event handling
    26  */
    27 
    28 #ifndef _SDL_gamecontroller_h
    29 #define _SDL_gamecontroller_h
    30 
    31 #include "SDL_stdinc.h"
    32 #include "SDL_error.h"
    33 #include "SDL_joystick.h"
    34 
    35 #include "begin_code.h"
    36 /* Set up for C function definitions, even when using C++ */
    37 #ifdef __cplusplus
    38 extern "C" {
    39 #endif
    40 
    41 /**
    42  *  \file SDL_gamecontroller.h
    43  *
    44  *  In order to use these functions, SDL_Init() must have been called
    45  *  with the ::SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
    46  *  for game controllers, and load appropriate drivers.
    47  *
    48  *  If you would like to receive controller updates while the application
    49  *  is in the background, you should set the following hint before calling
    50  *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
    51  */
    52 
    53 /* The gamecontroller structure used to identify an SDL game controller */
    54 struct _SDL_GameController;
    55 typedef struct _SDL_GameController SDL_GameController;
    56 
    57 
    58 typedef enum
    59 {
    60     SDL_CONTROLLER_BINDTYPE_NONE = 0,
    61     SDL_CONTROLLER_BINDTYPE_BUTTON,
    62     SDL_CONTROLLER_BINDTYPE_AXIS,
    63     SDL_CONTROLLER_BINDTYPE_HAT
    64 } SDL_GameControllerBindType;
    65 
    66 /**
    67  *  Get the SDL joystick layer binding for this controller button/axis mapping
    68  */
    69 typedef struct SDL_GameControllerButtonBind
    70 {
    71     SDL_GameControllerBindType bindType;
    72     union
    73     {
    74         int button;
    75         int axis;
    76         struct {
    77             int hat;
    78             int hat_mask;
    79         } hat;
    80     } value;
    81 
    82 } SDL_GameControllerButtonBind;
    83 
    84 
    85 /**
    86  *  To count the number of game controllers in the system for the following:
    87  *  int nJoysticks = SDL_NumJoysticks();
    88  *  int nGameControllers = 0;
    89  *  for ( int i = 0; i < nJoysticks; i++ ) {
    90  *      if ( SDL_IsGameController(i) ) {
    91  *          nGameControllers++;
    92  *      }
    93  *  }
    94  *
    95  *  Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
    96  *  guid,name,mappings
    97  *
    98  *  Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
    99  *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
   100  *  The mapping format for joystick is:
   101  *      bX - a joystick button, index X
   102  *      hX.Y - hat X with value Y
   103  *      aX - axis X of the joystick
   104  *  Buttons can be used as a controller axis and vice versa.
   105  *
   106  *  This string shows an example of a valid mapping for a controller
   107  *  "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
   108  *
   109  */
   110 
   111 /**
   112  *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
   113  *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
   114  *
   115  * \return number of mappings added, -1 on error
   116  */
   117 extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromFile( const char* mapDB );
   118 
   119 /**
   120  *  Add or update an existing mapping configuration
   121  *
   122  * \return 1 if mapping is added, 0 if updated, -1 on error
   123  */
   124 extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping( const char* mappingString );
   125 
   126 /**
   127  *  Get a mapping string for a GUID
   128  *
   129  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
   130  */
   131 extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID( SDL_JoystickGUID guid );
   132 
   133 /**
   134  *  Get a mapping string for an open GameController
   135  *
   136  *  \return the mapping string.  Must be freed with SDL_free.  Returns NULL if no mapping is available
   137  */
   138 extern DECLSPEC char * SDLCALL SDL_GameControllerMapping( SDL_GameController * gamecontroller );
   139 
   140 /**
   141  *  Is the joystick on this index supported by the game controller interface?
   142  */
   143 extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
   144 
   145 
   146 /**
   147  *  Get the implementation dependent name of a game controller.
   148  *  This can be called before any controllers are opened.
   149  *  If no name can be found, this function returns NULL.
   150  */
   151 extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
   152 
   153 /**
   154  *  Open a game controller for use.
   155  *  The index passed as an argument refers to the N'th game controller on the system.
   156  *  This index is the value which will identify this controller in future controller
   157  *  events.
   158  *
   159  *  \return A controller identifier, or NULL if an error occurred.
   160  */
   161 extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
   162 
   163 /**
   164  *  Return the name for this currently opened controller
   165  */
   166 extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
   167 
   168 /**
   169  *  Returns SDL_TRUE if the controller has been opened and currently connected,
   170  *  or SDL_FALSE if it has not.
   171  */
   172 extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
   173 
   174 /**
   175  *  Get the underlying joystick object used by a controller
   176  */
   177 extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
   178 
   179 /**
   180  *  Enable/disable controller event polling.
   181  *
   182  *  If controller events are disabled, you must call SDL_GameControllerUpdate()
   183  *  yourself and check the state of the controller when you want controller
   184  *  information.
   185  *
   186  *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
   187  */
   188 extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
   189 
   190 /**
   191  *  Update the current state of the open game controllers.
   192  *
   193  *  This is called automatically by the event loop if any game controller
   194  *  events are enabled.
   195  */
   196 extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
   197 
   198 
   199 /**
   200  *  The list of axes available from a controller
   201  */
   202 typedef enum
   203 {
   204     SDL_CONTROLLER_AXIS_INVALID = -1,
   205     SDL_CONTROLLER_AXIS_LEFTX,
   206     SDL_CONTROLLER_AXIS_LEFTY,
   207     SDL_CONTROLLER_AXIS_RIGHTX,
   208     SDL_CONTROLLER_AXIS_RIGHTY,
   209     SDL_CONTROLLER_AXIS_TRIGGERLEFT,
   210     SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
   211     SDL_CONTROLLER_AXIS_MAX
   212 } SDL_GameControllerAxis;
   213 
   214 /**
   215  *  turn this string into a axis mapping
   216  */
   217 extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
   218 
   219 /**
   220  *  turn this axis enum into a string mapping
   221  */
   222 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
   223 
   224 /**
   225  *  Get the SDL joystick layer binding for this controller button mapping
   226  */
   227 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   228 SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
   229                                  SDL_GameControllerAxis axis);
   230 
   231 /**
   232  *  Get the current state of an axis control on a game controller.
   233  *
   234  *  The state is a value ranging from -32768 to 32767.
   235  *
   236  *  The axis indices start at index 0.
   237  */
   238 extern DECLSPEC Sint16 SDLCALL
   239 SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
   240                           SDL_GameControllerAxis axis);
   241 
   242 /**
   243  *  The list of buttons available from a controller
   244  */
   245 typedef enum
   246 {
   247     SDL_CONTROLLER_BUTTON_INVALID = -1,
   248     SDL_CONTROLLER_BUTTON_A,
   249     SDL_CONTROLLER_BUTTON_B,
   250     SDL_CONTROLLER_BUTTON_X,
   251     SDL_CONTROLLER_BUTTON_Y,
   252     SDL_CONTROLLER_BUTTON_BACK,
   253     SDL_CONTROLLER_BUTTON_GUIDE,
   254     SDL_CONTROLLER_BUTTON_START,
   255     SDL_CONTROLLER_BUTTON_LEFTSTICK,
   256     SDL_CONTROLLER_BUTTON_RIGHTSTICK,
   257     SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
   258     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
   259     SDL_CONTROLLER_BUTTON_DPAD_UP,
   260     SDL_CONTROLLER_BUTTON_DPAD_DOWN,
   261     SDL_CONTROLLER_BUTTON_DPAD_LEFT,
   262     SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
   263     SDL_CONTROLLER_BUTTON_MAX
   264 } SDL_GameControllerButton;
   265 
   266 /**
   267  *  turn this string into a button mapping
   268  */
   269 extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
   270 
   271 /**
   272  *  turn this button enum into a string mapping
   273  */
   274 extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
   275 
   276 /**
   277  *  Get the SDL joystick layer binding for this controller button mapping
   278  */
   279 extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
   280 SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
   281                                    SDL_GameControllerButton button);
   282 
   283 
   284 /**
   285  *  Get the current state of a button on a game controller.
   286  *
   287  *  The button indices start at index 0.
   288  */
   289 extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
   290                                                           SDL_GameControllerButton button);
   291 
   292 /**
   293  *  Close a controller previously opened with SDL_GameControllerOpen().
   294  */
   295 extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
   296 
   297 
   298 /* Ends C function definitions when using C++ */
   299 #ifdef __cplusplus
   300 }
   301 #endif
   302 #include "close_code.h"
   303 
   304 #endif /* _SDL_gamecontroller_h */
   305 
   306 /* vi: set ts=4 sw=4 expandtab: */